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The Sloth
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Posted - 2004.10.30 06:44:00 -
[1]
Originally by: Papa Smurf
Originally by: Shamis Orzoz Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.
Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)
EDIT: I FOUND IT
Originally by: Hellmar There is no, and never will be, private instancing in EVE.
- EVE Dev Team, keeping it real...
Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.
Shamis
As the first line of the EULA says "Game Experience May Change During Online Play".
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.
But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.
Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.
There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, or ...

This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.
This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.
Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!
The Sloth.
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The Sloth
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Posted - 2004.10.30 06:44:00 -
[2]
Originally by: Papa Smurf
Originally by: Shamis Orzoz Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.
Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)
EDIT: I FOUND IT
Originally by: Hellmar There is no, and never will be, private instancing in EVE.
- EVE Dev Team, keeping it real...
Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.
Shamis
As the first line of the EULA says "Game Experience May Change During Online Play".
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.
But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.
Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.
There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, or ...

This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.
This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.
Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!
The Sloth.
|

The Sloth
|
Posted - 2004.10.30 06:44:00 -
[3]
Originally by: Papa Smurf
Originally by: Shamis Orzoz Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.
Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)
EDIT: I FOUND IT
Originally by: Hellmar There is no, and never will be, private instancing in EVE.
- EVE Dev Team, keeping it real...
Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.
Shamis
As the first line of the EULA says "Game Experience May Change During Online Play".
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.
But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.
Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.
There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, or ...

This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.
This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.
Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!
The Sloth.
|

The Sloth
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Posted - 2004.11.06 06:23:00 -
[4]
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?
The Sloth.
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The Sloth
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Posted - 2004.11.06 06:23:00 -
[5]
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?
The Sloth.
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The Sloth
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Posted - 2004.11.06 06:23:00 -
[6]
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?
The Sloth.
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